Agreed! Haibane has such a great balance of mystery, drama and likeable characters. It's highly rated on most sites that make lists of the "best" anime so it's a little surprising to me that more people haven't watched it.

I think it would be great to get a link to all of the Cloud 9 teams on the sidebar. LoL, DotA2, Hearthstone, Smash and Smite would all be great to have for reference as not everyone will have heard of the newer ones.

We could also consider having a link to a VOD of each team's most recently played match, when available.

Ford's Gym over on Atwood is pretty great if you're looking for a no-nonsense sort of place. They have circuit machines but are focused on free weights and crossfit/powerlifting type stuff. They also have a boxing ring and an upstairs area where they do boot camps, yoga, martial arts and other classes. I went there for a while and liked the atmosphere.

Right now I go to Iron Pagoda which is on Sherman Ave. next to Manna. I wouldn't call this a gym in the traditional sense, more of a dojo I guess? It's a room with hardwood floors, mats, mirrors and some crossfit style equipment. They do a ton of different yoga, martial arts and boot camp type classes there and the people who run it (and everyone I've met who attends classes there) are super chill and friendly. I've been doing their Get Fit in 30 class for a few weeks and I love it.

Honestly I thought that was the best thing they could have done at that moment. They were down like 8K gold and getting slowly choked out, the fight actually went fairly well for TSM considering the gold difference. The only thing that was going to get them back into the game was a crazy risky all-in play, they tried it, it didn't work.

I feel like a crazy person when I read all these threads about Uber/Lyft in Madison. I've lived here for 6 years now and I have had nothing but mediocre or poor experiences with cabs in this city with the sole exception of leaving the airport. In the case that there is a cab literally waiting for you, it works great, but Madison is not a large enough city to sustain access to cabs all the time, everywhere you are, so most of the time you end up having to call them. My experience with calling Badger and Green cab have always been poor. I've only used Union a few times but it's not been any better when I have.

I get that there are some people who are angry over Uber and Lyft's circumventing of local laws, but the claims that any of our existing taxi services are comparable - let alone better than - either of those companies seems ridiculous.

I'm actually one of the devs working on it, and you're right - Minimum was originally created by TimeGate. We're really glad that we were able to help pull the game back from the abyss and I hope we've done right both by the fans who were excited about it (like yourself!) and TimeGate's original vision.

From your existing description, testing collision between "pairs of objects" sounds like you're looping through each object in your main list, then comparing it against every other object in that list, correct? This will work for small numbers of objects but as the number in your scene increases the cost of this algorithm will quickly explode. In terms of algorithmic cost this would be n2, which while not impossible to use is still far more expensive than you want.

Instead, you want to do two passes: a broad phase that focuses on simple computations that can be done on large numbers of objects very quickly to eliminate objects that aren't interacting with each other this frame (or even better, anything at all). The spacial partitioning tree suggested by duck_typed is one example of a good broad phase algorithm, and sweep and prune is another common type used by PhysX and other popular physics middlewares.

The idea here is to store your objects in a data structure that allows for very fast but inaccurate collision detection to narrow down the list of objects for which you need to do much more accurate sphere, capsule or other bounding shape calculations.

Another important reason is properly baiting landslides during cross bombs, row bombs, etc. later in the fight. Spreading people out makes it likely that you'll get a landslide that's very difficult to avoid without eating a bomb.

That said, there's no particular reason you have to stack during the first and second phases other than healing, but if you can't successfully dodge pre-heart you probably won't survive the later phases anyway. Better to find that out sooner rather than later in a pug situation.

Given that the Lions were one of the few NFL teams to lose money last year it doesn't seem like they're in it for the money. Or at least, if they are, they're as bad at that as they are are managing a football team!

I think people are confusing "Packers fans" with "their shitty friends." I moved to Madison five years ago for work and, as a result, pretty much everyone I hang out with regularly are Packers fans. They're all classy people and most of them claim to root for the Lions whenever we aren't playing against the Pack.

I've worked in the game industry as a programmer for a little over 5 years so I probably qualify as an industry veteran.

The reason you separate rendering from game updates is to that you can run vary your visual framerate based on hardware. On the PC people might render at 30FPS on a low end system or they might be pushing out 150+ on a tricked out gaming rig. Most console games run at 30FPS so they can crank up their other effects to the max (there are a few exceptions like Call of Duty).

So, now you've got a variable render rate but that means your game logic update rate also varies. That can cause all kinds of problems, not least of which is giving a significant input-rate advantage to people with better systems (which might matter in a competitive PvP game). If your game is ticking 150 times a second for one person but only 30 times a second for another you're going to have massive headaches making sure user input is sampled equally.

Your two options to solve this are:

Cap the tick rate of your game (both rendering and updating) to a known number. This has the problem of making the rendering worse for people with good machines and making the entire game feel laggy and unplayable for people with below-average machines.

Cap the tick rate of your game but let the render thread go as fast or slow as it needs to from moment to moment.

The second option is why you want threading. Now you can have your user input sampled at a consistent 60Hz for responsiveness but let your rendering rate vary based on the capabilities of the user's machine and the needs of the current scene (e.g. a crazy cinematic where the framerate drops from a steady 60 to 30).

In addition to all of this, modern systems benefit greatly from multithreading in general. If your GPU needs to wait for your game logic (which is running on the CPU) then you have your GPU stalling; likewise for the CPU waiting for the GPU to finish rendering when it could be sampling new joystick or mouse input.

Please do. Just to give you some metrics for comparison, Supergiant Games (Bastion, Transistor) has 10 people on staff for projects with budgets in the $2M-4M range. BitMonster (Lili, GunnerZ) has 6 people on staff for games in the $500K-$750K range.

The fact that you have "leads" for a game of this scope is a sign that your team is massively over staffed. 4-6 people should be more than sufficient to make the game you've designed.

This is going to sound shitty but that video does not feel like it shows 6 months worth of work for 2 people, let alone 22. The first thing you need to do is figure out who you actually need because, frankly, 22 people is ABSURD for an indie startup asking for less than $100K.

Agree, but tweak based on your particular experience as well. A lot of people seem to have trouble getting Toxotes Gloves to drop which means it's not impossible that you might still be in your iLevel 50 artifact gloves well after getting your relic weapon. I myself never saw a single Toxotes glove until after getting my relic + 1 hands.

For me, I decided that I'd rather save some philo tomes for getting DL stuff for my other classes than spend them on DL hands for bard. I ended up going straight from relic hands to relic + 1 hands which, although not literally the most efficient, was the best slot upgrade I could get at the time. It was much bigger upgrade than it otherwise would have been due to what I was wearing at the time.